using System;
using System.Collections.Generic;
using System.Linq;
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Audio;
using Microsoft.Xna.Framework.Content;
using Microsoft.Xna.Framework.GamerServices;
using Microsoft.Xna.Framework.Graphics;
using Microsoft.Xna.Framework.Input;
using Microsoft.Xna.Framework.Media;
using System.IO;

namespace AffichageGrille
{
    /// <summary>
    /// This is the main type for your game
    /// </summary>
    public class DeplacementGrille : Microsoft.Xna.Framework.Game
    {
        GraphicsDeviceManager graphics;
        SpriteBatch spriteBatch;

        Personnage personnage;
        Monde monde;

        public DeplacementGrille()
        {
            graphics = new GraphicsDeviceManager(this);
            Content.RootDirectory = "Content";
        }

        /// <summary>
        /// Allows the game to perform any initialization it needs to before starting to run.
        /// This is where it can query for any required services and load any non-graphic
        /// related content.  Calling base.Initialize will enumerate through any components
        /// and initialize them as well.
        /// </summary>
        protected override void Initialize()
        {
            // TODO: Add your initialization logic 
            Config.Initialize();

            personnage = new Personnage(Content);
            monde = new Monde(Content);

            this.graphics.PreferredBackBufferWidth = Config.LargeurGrille * 40;
            this.graphics.PreferredBackBufferHeight = Config.HauteurGrille * 40;
            this.graphics.ApplyChanges();


            base.Initialize();
        }

        /// <summary>
        /// LoadContent will be called once per game and is the place to load
        /// all of your content.
        /// </summary>
        protected override void LoadContent()
        {
            // Create a new SpriteBatch, which can be used to draw textures.
            spriteBatch = new SpriteBatch(GraphicsDevice);

            // TODO: use this.Content to load your game content here
        }

        /// <summary>
        /// UnloadContent will be called once per game and is the place to unload
        /// all content.
        /// </summary>
        protected override void UnloadContent()
        {
            // TODO: Unload any non ContentManager content here
        }

        bool deplace = false;
        int nombreDeplacementFluide;


        /// <summary>
        /// Allows the game to run logic such as updating the world,
        /// checking for collisions, gathering input, and playing audio.
        /// </summary>
        /// <param name="gameTime">Provides a snapshot of timing values.</param>
        protected override void Update(GameTime gameTime)
        {
            // Allows the game to exit
            if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed)
                this.Exit();

            if (!personnage.DeplacementEnCours)
            {
                if (Keyboard.GetState().IsKeyDown(Keys.Right))
                {
                    if (personnage.PositionPerso.X + 1 > Config.LargeurGrille - 1)
                    {
                        monde.LevelEnCours = monde.Levels[monde.LevelEnCours.X + 1, monde.LevelEnCours.Y];
                        personnage.PositionPerso = new Point(0, personnage.PositionPerso.Y);
                        personnage.PositionPixel = new Vector2(0, personnage.PositionPixel.Y);
                        deplace = true;
                    }
                    else
                    {

                        if (personnage.PositionPerso.X < Config.LargeurGrille - 1 && monde.LevelEnCours.Grille[personnage.PositionPerso.X + 1, personnage.PositionPerso.Y] != 0)
                        {
                            //personnage.PositionPerso = new Point(personnage.PositionPerso.X + 1, personnage.PositionPerso.Y);
                            personnage.Deplace(Direction.Droite);
                            //deplace = true;
                        }
                    }
                }

                if (Keyboard.GetState().IsKeyDown(Keys.Left))
                {
                    if (personnage.PositionPerso.X - 1 < 0)
                    {
                        monde.LevelEnCours = monde.Levels[monde.LevelEnCours.X - 1, monde.LevelEnCours.Y];
                        personnage.PositionPerso = new Point(Config.LargeurGrille - 1, personnage.PositionPerso.Y);
                        personnage.PositionPixel = new Vector2((Config.LargeurGrille - 1) * 40, personnage.PositionPixel.Y);
                        deplace = true;
                    }
                    else
                    {
                        if (personnage.PositionPerso.X > 0 && monde.LevelEnCours.Grille[personnage.PositionPerso.X - 1, personnage.PositionPerso.Y] != 0)
                        {
                            //personnage.PositionPerso = new Point(personnage.PositionPerso.X - 1, personnage.PositionPerso.Y);
                            personnage.Deplace(Direction.Gauche);
                            //deplace = true;
                        }
                    }
                }

                if (Keyboard.GetState().IsKeyDown(Keys.Up))
                {
                    if (personnage.PositionPerso.Y - 1 < 0)
                    {
                        monde.LevelEnCours = monde.Levels[monde.LevelEnCours.X, monde.LevelEnCours.Y - 1];
                        personnage.PositionPerso = new Point(personnage.PositionPerso.X, Config.HauteurGrille - 1);
                        personnage.PositionPixel = new Vector2(personnage.PositionPixel.X, (Config.HauteurGrille - 1) * 40);
                        deplace = true;
                    }
                    else
                    {
                        if (personnage.PositionPerso.Y > 0 && monde.LevelEnCours.Grille[personnage.PositionPerso.X, personnage.PositionPerso.Y - 1] != 0)
                        {
                            //personnage.PositionPerso = new Point(personnage.PositionPerso.X, personnage.PositionPerso.Y - 1);
                            personnage.Deplace(Direction.Haut);
                            // deplace = true;
                        }
                    }
                }

                if (Keyboard.GetState().IsKeyDown(Keys.Down))
                {
                    if (personnage.PositionPerso.Y + 1 > Config.HauteurGrille - 1)
                    {
                        monde.LevelEnCours = monde.Levels[monde.LevelEnCours.X, monde.LevelEnCours.Y + 1];
                        personnage.PositionPerso = new Point(personnage.PositionPerso.X, 0);
                        personnage.PositionPixel = new Vector2(personnage.PositionPixel.X, 0);
                        deplace = true;
                    }
                    else
                    {
                        if (personnage.PositionPerso.Y < Config.HauteurGrille - 1 && monde.LevelEnCours.Grille[personnage.PositionPerso.X, personnage.PositionPerso.Y + 1] != 0)
                        {
                            //personnage.PositionPerso = new Point(personnage.PositionPerso.X, personnage.PositionPerso.Y + 1);
                            personnage.Deplace(Direction.Bas);
                            //deplace = true;
                        }
                    }
                }
            }
            else
            {
                personnage.Update(gameTime);
            }
            base.Update(gameTime);
        }

        /// <summary>
        /// This is called when the game should draw itself.
        /// </summary>
        /// <param name="gameTime">Provides a snapshot of timing values.</param>
        protected override void Draw(GameTime gameTime)
        {
            GraphicsDevice.Clear(Color.CornflowerBlue);

            // TODO: Add your drawing code here
            spriteBatch.Begin();

            monde.LevelEnCours.Draw(spriteBatch);
            personnage.Draw(spriteBatch);

            spriteBatch.End();

            base.Draw(gameTime);
        }


    }


}
